Thanks Cort! The way that I’m reading the Avoid Notice entry on page 479. It sounds like there is only one stealth check roll to both determine initiative and if enemies notice you. But I’m wondering if everyone in the party has to roll the check? Maybe that is where Follow the Expert comes in.
Gang Up definitely sounds awesome, but on the other hand I’d like to play a little more crafty/sneaky - skirmishing, staying mobile, and flanking, and being stealthy. Gang Up feels more like a front line combatant thing to me and in that case maybe a fighter would be just as good? Right now, I’m thinking we can see how the first few sessions go and then I can adjust from there based on what seems to be working or what seems to be most fun.
I see your point about Dispelling Slice, replacing this with Blank Slate for sure. Also ditching critical debilitations and unbalancing blow, plus moving a couple of other things around.
Would quick draw be useful for switching between shortbow and shortsword/dagger ? Is it just 2 interactions to sheathe a bow and draw two melee weapons, or is it 1 interact for each?
Skills wise, I’m dropping Society and Crafting and picking up Deception (to legendary) and Performance (to trained). So that will complement my stats and (hopefully combat style) a little better.
Here’s what I have now:
Mechanics Concept - ranged striking rogue, uses demoralize to acheve sneak attacks, more frequent criticals, and debilitations
Roleplaying Concept - a refugee from Nidal and adherant of Desna (not sure if some of these rogue feats (e.g. “you’re next”) are anathema to desna, or if that matters (I won’t be picking up any divine abilities)
‘*’ = level up to legendary
c = received from class
b = received from background
a = received from ancestry
g = general feat
Ancestry: Human (Nidalese)
Background: Shadow Haunted
Alignment: Chaotic Good
Str: 10, Dex: 18, Con: 12, Int: 10, Wis: 14, Cha: 14
Intimidation*(b), Shadow Plane Lore(b), Stealth*( c ), Thievery*( c ), Acrobatics*, Athletics, Medicine*, Performance, Deception*, Diplomacy, Nature
Starting Skill Feats: Quick Coercion(b), Terrain Stalker
- Trap Finder, Gloom Seer (a), Incredible Initiative (g)
- Mobility (or Quick Draw)
- Toughness (g)
- Dread Striker
- Dark Seer (a)
- Gang Up (or Skirmish Strike)
- Fleet (g)
- Sly Striker
- Multitalented (a) -> Ranger Dedication
- Precise Debilitations
- Fast Recovery (g)
- Basic Hunter’s Trick -> Hunter’s Aim
- Natural Ambition (a) -> You’re Next
- Sense the Unseen
- Diehard (g)
- Blank Slate
- Advanced Hunter’s Trick -> Farshot
- Feather Step (g)
- Impossible Striker